Byte-snake-engine/standard.go

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package rulesets
import (
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"errors"
"math/rand"
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)
type StandardRuleset struct{}
const (
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BOARD_SIZE_SMALL = 7
BOARD_SIZE_MEDIUM = 11
BOARD_SIZE_LARGE = 19
FOOD_SPAWN_CHANCE = 0.1
SNAKE_MAX_HEALTH = 100
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// bvanvugt - TODO: Just return formatted strings instead of codes?
ELIMINATED_COLLISION = "snake-collision"
ELIMINATED_SELF_COLLISION = "snake-self-collision"
ELIMINATED_STARVATION = "starvation"
ELIMINATED_HEAD_TO_HEAD = "head-collision"
ELIMINATED_OUT_OF_BOUNDS = "wall-collision"
)
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func (r *StandardRuleset) CreateInitialBoard(width int32, height int32, snakeIDs []string) (*BoardState, error) {
var err error
snakes := []*Snake{}
for _, id := range snakeIDs {
snakes = append(snakes,
&Snake{
ID: id,
Health: SNAKE_MAX_HEALTH,
},
)
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}
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initialBoardState := &BoardState{
Height: height,
Width: width,
Snakes: snakes,
}
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// Place Snakes
if r.isKnownBoardSize(initialBoardState) {
err = r.placeSnakesFixed(initialBoardState)
} else {
err = r.placeSnakesRandomly(initialBoardState)
}
if err != nil {
return nil, err
}
// Place Food
err = r.placeInitialFood(initialBoardState)
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if err != nil {
return nil, err
}
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return initialBoardState, nil
}
func (r *StandardRuleset) placeSnakesFixed(b *BoardState) error {
// Sanity check
if len(b.Snakes) >= 8 {
return errors.New("too many snakes for fixed start positions")
}
// Create start points
mn, md, mx := int32(1), (b.Width-1)/2, b.Width-2
startPoints := []Point{
{mn, mn},
{mn, md},
{mn, mx},
{md, mn},
{md, mx},
{mx, mn},
{mx, md},
{mx, mx},
}
// Randomly order them
rand.Shuffle(len(startPoints), func(i int, j int) {
startPoints[i], startPoints[j] = startPoints[j], startPoints[i]
})
// Assign to snakes in order given
for i, snake := range b.Snakes {
p := startPoints[i]
for j := 0; j < 3; j++ {
snake.Body = append(snake.Body, &Point{p.X, p.Y})
}
}
return nil
}
func (r *StandardRuleset) placeSnakesRandomly(b *BoardState) error {
for _, snake := range b.Snakes {
unoccupiedPoints := r.getUnoccupiedPoints(b)
p := unoccupiedPoints[rand.Intn(len(unoccupiedPoints))]
for j := 0; j < 3; j++ {
snake.Body = append(snake.Body, &Point{p.X, p.Y})
}
}
return nil
}
func (r *StandardRuleset) isKnownBoardSize(b *BoardState) bool {
if b.Height == BOARD_SIZE_SMALL && b.Width == BOARD_SIZE_SMALL {
return true
}
if b.Height == BOARD_SIZE_MEDIUM && b.Width == BOARD_SIZE_MEDIUM {
return true
}
if b.Height == BOARD_SIZE_LARGE && b.Width == BOARD_SIZE_LARGE {
return true
}
return false
}
func (r *StandardRuleset) placeInitialFood(b *BoardState) error {
r.spawnFood(b, len(b.Snakes))
return nil
}
func (r *StandardRuleset) ResolveMoves(prevState *BoardState, moves []*SnakeMove) (*BoardState, error) {
// TODO: DO NOT REFERENCE prevState directly!!!!
// we're technically altering both states
nextState := &BoardState{
Snakes: prevState.Snakes,
Food: prevState.Food,
}
// TODO: Gut check the BoardState?
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// TODO: LOG?
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err := r.moveSnakes(nextState, moves)
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if err != nil {
return nil, err
}
// TODO: LOG?
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err = r.reduceSnakeHealth(nextState)
if err != nil {
return nil, err
}
// TODO
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// bvanvugt: we specifically want this to happen before elimination
// so that head-to-head collisions on food still remove the food.
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// It does create an artifact though, where head-to-head collisions
// of equal length actually show length + 1
// TODO: LOG?
err = r.feedSnakes(nextState)
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if err != nil {
return nil, err
}
// TODO: LOG?
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err = r.maybeSpawnFood(nextState, 1)
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if err != nil {
return nil, err
}
// TODO: LOG?
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err = r.eliminateSnakes(nextState)
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if err != nil {
return nil, err
}
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return nextState, nil
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}
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func (r *StandardRuleset) moveSnakes(b *BoardState, moves []*SnakeMove) error {
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for _, move := range moves {
var newHead = &Point{}
switch move.Move {
case MOVE_DOWN:
newHead.X = move.Snake.Body[0].X
newHead.Y = move.Snake.Body[0].Y + 1
case MOVE_LEFT:
newHead.X = move.Snake.Body[0].X - 1
newHead.Y = move.Snake.Body[0].Y
case MOVE_RIGHT:
newHead.X = move.Snake.Body[0].X + 1
newHead.Y = move.Snake.Body[0].Y
case MOVE_UP:
newHead.X = move.Snake.Body[0].X
newHead.Y = move.Snake.Body[0].Y - 1
default:
// Default to UP
var dX int32 = 0
var dY int32 = -1
// If neck is available, use neck to determine last direction
if len(move.Snake.Body) >= 2 {
dX = move.Snake.Body[0].X - move.Snake.Body[1].X
dY = move.Snake.Body[0].Y - move.Snake.Body[1].Y
if dX == 0 && dY == 0 {
dY = -1 // Move up if no last move was made
}
}
// Apply
newHead.X = move.Snake.Body[0].X + dX
newHead.Y = move.Snake.Body[0].Y + dY
}
// Append new head, pop old tail
move.Snake.Body = append([]*Point{newHead}, move.Snake.Body[:len(move.Snake.Body)-1]...)
}
return nil
}
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func (r *StandardRuleset) reduceSnakeHealth(b *BoardState) error {
for _, snake := range b.Snakes {
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snake.Health = snake.Health - 1
}
return nil
}
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func (r *StandardRuleset) eliminateSnakes(b *BoardState) error {
for _, snake := range b.Snakes {
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if r.snakeHasStarved(snake) {
snake.EliminatedCause = ELIMINATED_STARVATION
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} else if r.snakeIsOutOfBounds(snake, b.Width, b.Height) {
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snake.EliminatedCause = ELIMINATED_OUT_OF_BOUNDS
} else {
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for _, other := range b.Snakes {
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if r.snakeHasBodyCollided(snake, other) {
if snake.ID == other.ID {
snake.EliminatedCause = ELIMINATED_SELF_COLLISION
} else {
snake.EliminatedCause = ELIMINATED_COLLISION
}
break
} else if r.snakeHasLostHeadToHead(snake, other) {
snake.EliminatedCause = ELIMINATED_HEAD_TO_HEAD
break
}
}
}
}
return nil
}
func (r *StandardRuleset) snakeHasStarved(s *Snake) bool {
return s.Health <= 0
}
func (r *StandardRuleset) snakeIsOutOfBounds(s *Snake, boardWidth int32, boardHeight int32) bool {
for _, point := range s.Body {
if (point.X < 0) || (point.X >= boardWidth) {
return true
}
if (point.Y < 0) || (point.Y >= boardHeight) {
return true
}
}
return false
}
func (r *StandardRuleset) snakeHasBodyCollided(s *Snake, other *Snake) bool {
head := s.Body[0]
for i, body := range other.Body {
if i == 0 {
continue
} else if head.X == body.X && head.Y == body.Y {
return true
}
}
return false
}
func (r *StandardRuleset) snakeHasLostHeadToHead(s *Snake, other *Snake) bool {
if s.Body[0].X == other.Body[0].X && s.Body[0].Y == other.Body[0].Y {
return len(s.Body) <= len(other.Body)
}
return false
}
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func (r *StandardRuleset) feedSnakes(b *BoardState) error {
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var newFood []*Point
var tail *Point
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for _, food := range b.Food {
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foodHasBeenEaten := false
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for _, snake := range b.Snakes {
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if snake.Body[0].X == food.X && snake.Body[0].Y == food.Y {
foodHasBeenEaten = true
// Update snake
snake.Health = SNAKE_MAX_HEALTH
tail = snake.Body[len(snake.Body)-1]
snake.Body = append(snake.Body, &Point{X: tail.X, Y: tail.Y})
}
}
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// Persist food to next BoardState if not eaten
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if !foodHasBeenEaten {
newFood = append(newFood, food)
}
}
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b.Food = newFood
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return nil
}
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func (r *StandardRuleset) maybeSpawnFood(b *BoardState, n int) error {
if rand.Float32() <= FOOD_SPAWN_CHANCE {
r.spawnFood(b, n)
}
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return nil
}
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func (r *StandardRuleset) spawnFood(b *BoardState, n int) {
for i := 0; i < n; i++ {
unoccupiedPoints := r.getUnoccupiedPoints(b)
if len(unoccupiedPoints) > 0 {
newFood := unoccupiedPoints[rand.Intn(len(unoccupiedPoints))]
b.Food = append(b.Food, newFood)
}
}
}
func (r *StandardRuleset) getUnoccupiedPoints(b *BoardState) []*Point {
pointIsOccupied := map[int32]map[int32]bool{}
for _, p := range b.Food {
if _, xExists := pointIsOccupied[p.X]; !xExists {
pointIsOccupied[p.X] = map[int32]bool{}
}
pointIsOccupied[p.X][p.Y] = true
}
for _, snake := range b.Snakes {
for _, p := range snake.Body {
if _, xExists := pointIsOccupied[p.X]; !xExists {
pointIsOccupied[p.X] = map[int32]bool{}
}
pointIsOccupied[p.X][p.Y] = true
}
}
unoccupiedPoints := []*Point{}
for x := int32(0); x < b.Width; x++ {
for y := int32(0); y < b.Height; y++ {
if _, xExists := pointIsOccupied[x]; xExists {
if isOccupied, yExists := pointIsOccupied[x][y]; yExists {
if isOccupied {
continue
}
}
}
unoccupiedPoints = append(unoccupiedPoints, &Point{X: x, Y: y})
}
}
return unoccupiedPoints
}